Help Me :)

#1
Hey Todd, could you please post your event of your watermill wheel? ‎  I need the numbers 'cause my dang windmill sail and the grinder unit contained there in, don't want to move right......I have tried a 4 event setup and a 6 event setup and I still get a good movement then it stops goes real slow, then speeds up then repeat? I am sure it something small in my set up take a look........... (ALWAYS ON EVENT) ‎  WIND SAIL > (leaf1) "move object" I set the sail to move a speed of 75, I set the first rotation of the x axis to 180 (leaf2) "control active leaf" Move to next leaf....... (leaf3) "move Object" ‎  I still use the same speed of 75 and this time I set the x axis to 360.... (leaf4) "control active leaf" Move to leaf 0...... So why the stupid pattern, in therory that should be a continuos rotation right? I then made one the exact same but with another "move object" leaf with the third rotition of the x axis set to zero for a total of 6 leafs still no dice..........anyway your water wheel moved steadily and did not suffer from that issue , so could you post your numbers so I can put this silly windmill in the demo with full rotation of the innerds:) thanks Bro........... Also this information will help anyone else who wants simular parts in thier stuff......Thanks in advance:)...................ML ‎  PS sorry if my event seems confusing I hope you get what I mean:)


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#2
Movement in SOM unfortunately is not that simple, I will post my event later today when I get home, but you will need to make use of timers.

In your current setup SOM will not wait the 7.5 seconds you choose for the first operation before it tries to begin the second operation so you need to incoporate timers.

Ill get you more info in a bit.
- Todd DuFore (DMPDesign)
Site Founder
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#3
Alright for simplicity sake, lets round your movement timing to the nearest second (8 secs) because tracking timers by partial numbers is probably not going to work.

So here is what you will need to do.

#1 Create an event, that is always on, lets call it mill timer.

It should have one leaf, and in that leaf you take an unused timer (you get 3 total across all maps so use them wisely) and we are going to use its measurement to track our object movement.

The event will be "SET TIMER VALUE IN COUNTER" and should be set to measure say TIMER0 with counter name "WINDMILL TIMER".

Ok that event is done. ‎  Lets move on to the second.

#2 Create an event that uses the measured time to cycle the movement of your object.

This event should also always be on...and will consist of 3 leafs (in your case if a game altering event allows this wheel to turn, simply set it to always on but require a specific counter value to be present that occurs after you cause the wheel to turn in the first place).

In the first leaf we should have NONE for the starting condition and it should do 3 operations:
BEGIN TIMER (timer0)
MOVE OBJECT (place it at 179 degrees taking 80 tenths of a second)
CONTROL ACTIVE LEAF (move forward one in this event)

The second leaf should should require the counter youre measuring (windmill timer) = 8. ‎  This means after 8 seconds of the timer running this leaf will automatically fire. ‎  It will only contain 2 leafs which are as follows:
MOVE OBJECT (place your object back to 0 degress taking again 80 tenths of a second)
CONTROL ACTIVE LEAF (move forward one in this event)

The third leaf is simply a reset and activates when the timer counter value > 16 (16 seconds).
CONTROL ACTIVE LEAF (move this event back to leaf 0)

Thats basically it for the movement and the timer, however SOM as always has its little bugs to be aware of.
Once a timer starts, if you move out of the range of the object that controls the active leafs of the event, the timer will go on forever, this easily happens if you change maps or use other events that control the timer. To remedy this I recommend setting objects somewhere nearby your windmill but possibly just out of sight of it that will replicate the last leaf event of the event we created above, meaning they will reset the windmill object event to leaf 0 when they are approached. ‎  That means that if your windmill is 30 yards away or so and you pass this rock thats nearby within a radius of say 10 yards you will reset the windmill to 0 incase it gets stuck.

If you have any problems let me know and ill rig you up a sample project.

- Todd DuFore (DMPDesign)
Site Founder
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#4
I think Todd deserves a screenshot from Joe ‎  Wink
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#5
Thanks Todd it worked like a charm , there is a slight jerk between leafs. but I don't care , any one who knows som will accept the little flaws I hope , and if not . whatevah:) I made a little video I wanted to post but it won't upload........... only 5 megs too, any suggestions? thanks your the best......
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#6
I use megaupload

Or you can dl filezilla :)
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#7
I have increased the size limit on attachments, try again to attach it.

BTW, if youd like me to peek at the event sometime down the road and see if I can get it smoothed out for you I would be happy to give it a shot.
- Todd DuFore (DMPDesign)
Site Founder
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#8
Still can't upload anything larger than 2 megs on here , so I posted this on my youtube account for you guys to see, and thanks tood again, Ben I might need your help on tower5 my mhm is not right I have holes in two places maybe you can take a look....Thanks:)


Attached Files
.mqo   WindMillTower5.mqo (Size: 48.34 KB / Downloads: 104)
.mqo   wmtower5.mqo (Size: 4.93 KB / Downloads: 106)
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#9
oops forgot the link for the vid............Sorry...........ML........... ‎  ‎  https://www.youtube.com/watch?v=lUn-jlGGoXQ
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#10
Holy shit that looks awesome!
- Todd DuFore (DMPDesign)
Site Founder
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